• Title/Summary/Keyword: 기술콘텐츠

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The Study On Quality Control of Magnetic Resonance Imaging System (자기공명영상장치의 정도관리에 관한 연구)

  • Jeong, Cheon-Soo;Lim, Cheong-Hwan
    • The Journal of the Korea Contents Association
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    • v.9 no.6
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    • pp.178-186
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    • 2009
  • The quality control is needed to ensure the accuracy of medical information and achieved by evaluating the performance of and maintaining the system and practicing various measurements and evaluations. The Korean Institute for Accreditation of Medical Image, therefore, have held educational program for quality control of special medical equipments. The major of programs participants, however, are radiology specialists with only small number of radiological technologists from some hospitals, furthermore, the follow-up education and the share of information between participants and non-participants are insufficient in general, thus, the knowledge level of radiological technologists, regardless of their participation, is relatively low. This study carried out the questionnaire research for the 500 radiological technologists registered in Korean Society of MRI Technology, on the basis of 2008, and performed analysis for five months from May to Oct., 2008. The questionnaires were delivered by post to each radiological technologists and the response rate was 36%(n=180). The results of this revealed that the 86.7% of respondents felt the necessity of inspection on quality management, while only the 27.8% completed the educational program for manager of special medical equipment. and only the half(53.9%) had the knowledge about inspection on quality management. The completion of educational program had no correlations with sex, age, size of occupying hospital, the number of radiological technologists in occupying site and MRI laboratory, career year of general radiologist and in MRI laboratory, and the presence of biomedical engineering department in occupying hospital. The 78.0% of participants at the educational program for quality management held by the Korean Institute for Accreditation of Medical Image had the knowledge about inspection on quality management(p<.05) whereas the 43.9% of the hospitals held such program and the 54.4% of radiological technologists from those hospitals had related knowledge, which indicated that such programs held by hospitals had not effects on the knowledge level of radiological technologists. This indicates also that the contents, methods, and other conditional factors of educational programs are important for the outcome of them.

The Process of Overcoming Prejudice and Discrimination Experiences of Mothers with Disabilities (장애아동 어머니가 겪는 편견 및 차별경험 극복과정)

  • Oh, Yeon Soo
    • The Journal of the Korea Contents Association
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    • v.19 no.2
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    • pp.477-490
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    • 2019
  • This study analyzes the process of overcoming prejudice and discrimination experiences of mothers with disabilities and looks for improvement points. It is interviewed 9 mothers of children with disabilities who were experiencing prejudice and discrimination while raising children with disabilities. The data collection was conducted from October to November, 2018 and one by on one in depth interview by using semi - structured questionnaires. Data analysis was done through consensual qualitative research (CQR). The result of CQR while it is a experiencing the process of prejudice and discrimination as well as coping the raising disabled children. 'Prejudice and discrimination experience of mothers with disabilities' and 'overcoming of discrimination experiences of mothers with disabilities' were derived. And the seven sub-regions, 28 categories, were finally constructed. The results of the study are as follows. Firstly, Prejudice and discrimination experiences of mothers with disabilities in raising children with disabilities are view of looking at children with disabilities comparing to those of normal children and children with disabilities. It seems that they want to treat the disabled child as the general child with an attitude of understanding and accepting the disabled child rather than looking at the disabled child with wrong perception, prejudice, stereotypes and rejection. Secondly, The process of overcoming the discrimination experiences of the mother of the disabled child is strengthening the cohesion and cohesion within the family in the process of accepting and coping with the disability family of the child with disabilities even if they raise the child with disability and have difficulties such as recognition bias and discrimination of the general public. Based on the results of this study, we suggested practical and policy implications for the mother's psychological stability of the child with disability and the disabled child's healthy life.

A Comparative Analysis on Mountain Enjoyment Culture of Joseon Dynasty and Contemporary in Korea - Targeting the Major Famous Mountains in Gyeongsangbuk-do - (조선시대와 현대의 산 향유 양상 고찰 및 발전 방향 모색 - 경북 선비문화권 주요 명산(名山)을 대상으로 -)

  • Park, Ji-eun;Yang, Yoo-sun;Hamm, Yeon-su;Lee, Na-Hee;Sung, Jong-Sang
    • Journal of the Korean Institute of Landscape Architecture
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    • v.49 no.6
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    • pp.64-79
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    • 2021
  • In Korea, mountains constitute 60 percent of the total land area. For a long time, mountains have been deeply involved in people's daily lives, acting as a significant layer of culture. For those reasons, it would be meaningful to shed light on the values of the mountain culture of Korea and seek various ways to utilize them. Therefore, this study aims to explore Korea's mountain enjoyment culture, considering the mountain leisure in the Joseon Dynasty period, when the heritage of mountain enjoying culture was prevalent, and that of the present era. For the analysis, hiking records of the Joseon Dynasty and present-day hiking blog posts related to three famous mountains in Korea were examined. Findings show that people stayed in the mountains for a long time in the Joseon Dynasty, concentrating on the landscape deeply, and various academic and artistic cultures flourished there. In contrast, contemporary people regard the mountain merely as a space to access the peak and climb down quickly within a day. Therefore, the landscape of the mountain cannot be used as a cultural asset beyond natural scenery. However, there are several positive aspects to today's climbing culture. For example, it is easy to obtain information on climbing and feasible ways to conduct various sizes and concepts of hiking due to the development of technology and transportation. In order to develop Korea's unique mountain enjoyment culture in the future, we should propose a 'leisurely hike' that allows people to enjoy the mountain scenery fully and sublimating it into culture, rather than being hiking that is limited to climbing. In addition, it is essential to create suitable spaces, arranging them appropriately to utilize the history and humanities context of the mountain, and connect local facilities and the workforce, thereby causing the development of various mountain enjoyment cultures.

Study of Animation 3-Dimensional Motion Picture (애니메이션 입체 영화에 대한 연구)

  • Min, Kyung-Mi
    • Cartoon and Animation Studies
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    • s.9
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    • pp.127-142
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    • 2005
  • Not only in Korea but throughout the entire world millions of people are in contact with images. Images have become a medium through which to transmit anything from simple visualizations of moving images to knowledge and information. The age of the internet has arisen thanks to scientific development, and the internet generation's acquisition of information is continuously becoming faster. The spectators, ufo must choose amongst the excessive amount of available information, are changing along with it just as quickly. The method of visual transmission has changed to match the demands of the fast-changing pace of the new generation. In order to receive an instantaneous selection amongst much information, the primary requisite is attracting one's attention, and then presenting a corresponding feeling of satisfaction. The early stages of film arose from the desire to capture one's actual situation as it realty is. Unsatisfied with the still picture, people developed the motion picture. Research has succeeded in reproducing 3-dimensional images more realistic than the actual image we perceive as a result of the difference in visual perspective of both eyes and their response to rays of light From color film to 3-dimensional pictures, people enjoy the magnificent results of this. All fields within the category of film are continuously studying the human desire to pursue their visual side, namely the pursuit of visual images with a maximum sense of reality. The images that millions of people around the world see now are flat. The screen's depth and optical illusions effectively give a sense of reality while conveying information. However, although the flat screen is able to create a sense of depth using the different visual perspective of each eye for the realization of a cubic effect, there are limitations. Entering the 21s1 century, there is a quickly-arising branch within the field of image media which seeks to overcome these limitations Although 3-dimensional images began in films, entering the latter half of the 20th century, due to development of 3-dimensional images using the mediums of the animation field, cellular phones, advertisement screens, television etc., without restriction is designated as 'image.'. With research having started around 1900 and continuing for over 100 years, we are now able to witness the popularization of 3-dimensional films happening before our very eyes. Within our own country, we can frequently see them at amusement parks and museums. In the future, through the popularization of HDTV etc., there is a good outlook for practical use of 3-dimensional images in televisions with advanced picture qualify as well as in other areas. Together with the international current, research on 3-dimensional films has been activated in Korea and is rising as a main current in the film industry. Within this context, the contents and understanding of 3-dimensional images must keep in step with the pace of technical advancements. In order to accelerate of development of film contents to keep in pace with technical developments, this dissertation presents the techniques and technical aspects of future developments, and shows the need to prepare in advance to make the field grow- and thereby avoid having a lack of experts and being conquered by other nations in the field - rather than only advancing the technical aspects and importing the contents. This dissertation aims to stimulate interest and continual research by progressive-thinking people related to the film industry. Part II looks into the definition and types of 3-dimensional motion pictures, the terminology, the fundamentals of image formation, current market fluctuations, and looks into 3-dimensional techniques which can be borrowed and introduced in 3-dimensional animations. Part III concerns 3-dimensional animated films. It analyzes 3-dimensional production techniques while using the introduction of specific animation techniques in the 2004 production Lee Sun Shin and Nelson - Naval Heroes 3-dimensional animation produced in 2004 by Clay & Puppet Stop-Motion Animation & Computer Graphic. Original Korean title: 해전영웅 이순신과 넬슨. as an example, and it also looks into how current film techniques used in animations can be applied in 3-dimensional films. Additionally, the actual stages of the various fields of 3-dimensional animations are presented. Given the current direction and advancement of 3-dimensional films making use of animations and the possible realization of this field, the author plans to weigh the development of this yet unexploited new market Not looking at the current progress of the field, but rather the direction of the hypothetical types of animation techniques, the author predicts the marketability and possibility of development of each area.

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History and Archives : Colleagues or Strangers? (역사학과 기록학 학문의 인연, 학제의 괴리)

  • OH, Hang-Nyeong
    • The Korean Journal of Archival Studies
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    • no.54
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    • pp.179-210
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    • 2017
  • By redefining the concept of history, my colleagues and I have reformed our department in terms of curriculum and faculty members. This paper is a report of some of the conclusions that we have obtained from this procedure. Despite a long relationship, two disciplines do not seem to match or complement each other in the Korean education system. We believe that this is due to the fact that the Department of Korean History has focused on "national history (NH)." By conferring a privilege on NH, persons, families, societies, regions, and others were removed from NH. To make matters worse, a biased view that history is just an interpretation has prevailed, and the empiricism of history was weakened, which brought about an indifference in keeping records and archives. In East Asia, "history" means both modern history and archives. The concern about the authenticity of records did not come from H. Jenkinson or L. Duranti, and not even from the electronic environment or the Public Records Act of 1998. Key concepts such as records, documents-archives, manuscripts, authenticity, compilation-appraisal, arrangement, and description are different from their signifiant but are same or similar to their $signifi{\acute{e}}$. In case of "provenance" and "original order," they are used in education and practice in the traditional archives. History includes the recording, archiving, and the story or historiography of an event. In this context, the Department of Korean History should contain a more archives-oriented curriculum and select an archival-trained faculty. On the other hand, the department has accumulated long-term experience with appraisal and description of records; thus, archival science should absorb the criticism of the material. History will be shaken without the help of archives, while archives will lose their root without history. We are at the point in which we need to be reminded why we want to be a historian or an archivist, and for this, the more colleagues, the better.

Evaluation of the Usefulness of Virtual Reality Equipment for Relieving Patients' Anxiety during Whole-Body Bone Scan (전신 뼈 검사 환자의 불안감 해소를 위한 가상현실 장비의 유용성 평가)

  • Kim, Hae-Rin;Kim, Jung-Yul;Lee, Seung-Jae;Baek, Song-Ee;Kim, Jin-Gu;Kim, Ga-Yoon;Nam-Koong, Hyuk;Kang, Chun-Goo;Kim, Jae-Sam
    • The Korean Journal of Nuclear Medicine Technology
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    • v.26 no.1
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    • pp.27-32
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    • 2022
  • Purpose When performing a whole-body bone scan, many patients are experiencing psychological difficulties due to the close distance to the detector. Recently, in the medical field, there is a report that using virtual reality (VR) equipment can give pain relief to pediatric patients with weak concentration or patients receiving severe treatment through a distraction method. Therefore, in this paper, VR equipment was used to provide psychological stability to patients during nuclear medicine tests, and it is intended to evaluate whether it can be used in clinical practice. Materials and Methods As VR equipment, ALLIP Z6 VR (ALLIP, Korea) was used and the experiment was conducted after connecting to a mobile phone. The subjects were 30 patients who underwent whole-body bone examination from September 1, 2021 to September 30, 2021. After intravenous injection of 99mTc-HDP, 3 to 6 hours later, VR equipment was put on and whole body images were obtained. After the test, a survey was conducted, and a Likert scale of 5 points was used for psychological anxiety and satisfaction with VR equipment. Hypothesis verification and reliability of the survey were analyzed using SPSS Statistics 25 (IBM, Corp., Armonk, NY, USA). Results Anxiety about the existing whole-body bone test was 3.03±1.53, whereas that of anxiety after wearing VR equipment was 2.0±1.21, indicating that anxiety decreased to 34%. When regression analysis of the effect of the patient's concentration on VR equipment on anxiety about the test, the B value was 0.750 (P<0.01) and the t value was 6.181 (P<0.01). decreased and showed an influence of 75%. In addition, overall satisfaction with VR equipment was 3.76±1.28, and the intention to reuse was 66%. The Cronbach α value of the reliability coefficient of the questionnaire was 0.901. Conclusion When using VR equipment, patients' attention was dispersed, anxiety was reduced, and psychological stability was found. In the future, as VR equipment technology develops, it is thought that if the equipment can be miniaturized and the resolution of VR content images is increased, it can be used in various clinical settings if it provides more realistic stability to the patient.

KANO-TOPSIS Model for AI Based New Product Development: Focusing on the Case of Developing Voice Assistant System for Vehicles (KANO-TOPSIS 모델을 이용한 지능형 신제품 개발: 차량용 음성비서 시스템 개발 사례)

  • Yang, Sungmin;Tak, Junhyuk;Kwon, Donghwan;Chung, Doohee
    • Journal of Intelligence and Information Systems
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    • v.28 no.1
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    • pp.287-310
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    • 2022
  • Companies' interest in developing AI-based intelligent new products is increasing. Recently, the main concern of companies is to innovate customer experience and create new values by developing new products through the effective use of Artificial intelligence technology. However, due to the nature of products based on radical technologies such as artificial intelligence, intelligent products differ from existing products and development methods, so it is clear that there is a limitation to applying the existing development methodology as it is. This study proposes a new research method based on KANO-TOPSIS for the successful development of AI-based intelligent new products by using car voice assistants as an example. Using the KANO model, select and evaluate functions that customers think are necessary for new products, and use the TOPSIS method to derives priorities by finding the importance of functions that customers need. For the analysis, major categories such as vehicle condition check and function control elements, driving-related elements, characteristics of voice assistant itself, infotainment elements, and daily life support elements were selected and customer demand attributes were subdivided. As a result of the analysis, high recognition accuracy should be considered as a top priority in the development of car voice assistants. Infotainment elements that provide customized content based on driver's biometric information and usage habits showed lower priorities than expected, while functions related to driver safety such as vehicle condition notification, driving assistance, and security, also showed as the functions that should be developed preferentially. This study is meaningful in that it presented a new product development methodology suitable for the characteristics of AI-based intelligent new products with innovative characteristics through an excellent model combining KANO and TOPSIS.

Resolution Methods for Developer's Difficulties in the Serious Game Developing Process for Science Learning (과학 학습 기능성 게임 개발 과정에서 개발자가 겪는 어려움과 대처 방법)

  • Hwang, Hyunjung;Lee, Changhoon;Jhun, Youngseok
    • Journal of The Korean Association of Information Education
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    • v.18 no.1
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    • pp.121-132
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    • 2014
  • The main goal of this research is to invest the difficulties in the process of developing serious game for science learning to acquire the suggestion. We analysed the journals written by developers of game scenario on the procedure of the development and on the review of the accomplished game. Then we also interviewed the scenario developers as well as game developers. When interviewing the game developers, we passed them the thoughts and questions of scenario developers. The possible difficulties in developing serious game are form the difference of cognitions on the skills which can be embodied in the development process and interaction and communication problem between scenario developers and game developers. As a consequence of the research, we acquired some suggestions for developing serious game as follows; 1) Scenario developers and game developers must understand the concepts of serious game as well as learning theory; 2) Both scenario developers and game developers should be aware of secured technological capacity and allowed time period. 3) Scenario developer should take a part of game developer' role as using a learning contents authoring tool; 4) Scenario developers have to consistently interact with game developers in developing the games; 5) Scenario should be concretely described in detail; and 6) A Supervisor is essential to control both scenario developers and game developers.

A Study on the Service Status of the Spatial Open Platform based on the Analysis of Web Server User Log: 2014.5.20.~2014.6.2. Log Data (웹 사용자 로그 분석 기반 공간정보 오픈플랫폼 서비스 사용현황 연구: 2014.5.20.~2014.6.2. 수집자료 대상)

  • Lee, Seung Han;Cho, Tae Hyun;Kim, Min Soo
    • Spatial Information Research
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    • v.22 no.4
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    • pp.67-76
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    • 2014
  • Recently, through the development of IT and mobile technology, spatial information plays a role of infrastructure of the people life and the national economy. Many kinds of applications including SNS and social commerce is to leverage the spatial information for their services. In the case of domestic, spatial open platform that can provide national spatial data infrastructure services in a stable manner has been released. And many people have been interested to the open platform services. However, the open platform currently has many difficulties to analyze its service status and load in real time, because it does not hold a real-time monitoring system. Therefore, we propose a method that can analyze the real-time service status of the open platform using the analysis of the web server log information. In particular, we propose the results of the analysis as follows: amount of data transferred, network bandwidth, number of visitors, hit count, contents usage, and connection path. We think the results presented in this study is insufficient to understand the perfect service status of the open platform. However, it is expected to be utilized as the basic data for understanding of the service status and for system expansion of the open platform, every year.

Research for Characteristics of Sound Localization at Monaural System Using Acoustic Energy (청각에너지를 이용한 모노럴 시스템에서의 음상 정위 특성 연구)

  • Koo, Kyo-Sik;Cha, Hyung-Tai
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.181-189
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    • 2011
  • According to developments of digital signal processing, 3D sound come into focus on multimedia systems. Many studies on 3d sound have proposed lots of clues to create realistic sounds. But these clues are only focused on binaural systems which two ears are normal. If we make the 3d sound using those clues at monaural systems, the performance goes down dramatically. In order to use the clues for monaural systems, we have studies algorithms such as duplex theory. In duplex theory, the sounds that we listen are affected by human's body, pinna and shoulder. So, we can enhance sound localization performances using its characteristics. In this paper, we propose a new method to use psychoacoustic theory that creates realistic 3D audio at monaural systems. To improve 3d sound, we calculate the excitation energy rates of each symmetric HRTF and extract the weights in each bark range. Finally, they are applied to emphasize the characteristics related to each direction. Informal listening tests show that the proposed method improves sound localization performances much better than the conventional methods.